Medium Humanoid (Half-Elf), Any Alignment
Armor Class 15 (studded leather)
Hit Points 46 (7d8 + 14)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +5, CHA +5
Skills Acrobatics +6, History +4, Perception +4, Persuasion +6
Damage Resistances Lightning
Condition Immunities Charmed
Senses Darkvision 60ft, Passive Perception 13
Languages Common, Elvish Common, Elvish, two additional languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Intuition Dice. When NPCs with the Mark of Storm make a Dexterity (Acrobatics) check or an ability check involving navigator’s tools, they can roll one In-tuition die (a d4) and add the number rolled to the check.

Innate Spellcasting. The Ship Captain's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: at will: Gust1/day: Gust of Wind

Storm’s Boon. NPCs with the Mark of Storm gain resistance to lightning damage.

Actions

Multiattack. The captain makes two melee or ranged attacks.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 E., one target. Hit: 8 (1d8 + 3) piercing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 E., one target. Hit: 5 (1d8 + 3) piercing damage.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Description

Master of air and sea. Whether a seagoing vessel or an elemental-powered airship, a Lyrandar captain needs to balance leadership with personal competence, often serving a role that combines military leader, diplomat, and merchant.

Previous Versions

Name Date Modified Views Adds Version Actions
6/17/2020 8:25:49 PM
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Monster Tags: NPChumanoidhalf-elf

Habitat: ArcticCoastalDesertForestHillUrban

bleung

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